EDBT 2026 Demo / reviewers in the wild / expert
Raghuram Srinivasan
dblp:71/6187
· DBLP profile ↗
2ranked-venue papers
1as first author
0since 2021 · last 2013
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Systems, architecture and hardware · 2 · 1 first-author
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Computer architecture, parallel and distributed computing, and storage systems
1 paper |
GPUs and heterogeneous computing · 50% Memory systems · 50% |
Topics — the 2 heaviest of 2, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
GPUs and heterogeneous computing › GPU memory management
GPU cache management |
0.2 | 1 | 2013 | Efficient management of last-level caches in graphics processors for 3D scene rendering workloads · MICRO 2013 |
Memory systems › memory hierarchy › cache hierarchy
last-level cache |
0.2 | 1 | 2013 | Efficient management of last-level caches in graphics processors for 3D scene rendering workloads · MICRO 2013 |
Methods — techniques the papers use, named apart from their topics
cache management · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2013 | Efficient management of last-level caches in graphics processors for 3D scene rendering workloadsabstractThree-dimensional (3D) scene rendering is implemented in the form of a pipeline in graphics processing units (GPUs). In different stages of the pipeline, different types of data get accessed. These include, for instance, vertex, depth, stencil, render target (same as pixel color), and texture sampler data. The GPUs traditionally include small caches for vertex, render target, depth, and stencil data as well as multi-level caches for the texture sampler units. Recent introduction of reasonably large last-level caches (LLCs) shared among these data streams in discrete as well as integrated graphics hardware architectures has opened up new opportunities for improving 3D rendering. The GPUs equipped with such large LLCs can enjoy far-flung intra- and inter-stream reuses. However, there is no comprehensive study that can help graphics cache architects understand how to effectively manage a large multi-megabyte LLC shared between different 3D graphics streams. Jayesh Gaur, Raghuram Srinivasan, Sreenivas Subramoney, Mainak Chaudhuri |
MICRO | 2 |
| 2009 | A taylor series methodology for analyzing the effects of process variation on circuit operationabstractWe present a methodology that can analyze the effect of process variations without requiring the repeated simulations of a Monte Carlo type method. A graph theoretic procedure is described to obtain an explicit differential equation from the differential algebraic equations modeling a circuit netlist. With this explicit form, Taylor series polynomials are used to represent the system variables. The non-constant process parameters are represented as intervals, the Taylor series expansion is used to perform interval computations to generate bounds for the system variables. Methods are discussed to prevent blow-up of intervals during the time marching method. Raghuram Srinivasan, Harold W. Carter |
ACM Great Lakes Symposium on VLSI | 1 |